@elchino7 250 doesn't reinforce and M3 can't upgrade.
Guard M5 reinforcing post upgrade is obvious bug which have happened a LOT in the past(grens/pgrens in 250 for example after rec acc changes).
![Honor icon](/images/replay/honor_icon.png)
Maybe it's 'cause the Axis players aren't a bunch of forum crybabies, and they keep their cool and fight the uphill battle, unlike some of their "allied" counterparts.
Thread: Relic's stream summary30 Nov 2015, 14:33 PM
@elchino7 250 doesn't reinforce and M3 can't upgrade. Guard M5 reinforcing post upgrade is obvious bug which have happened a LOT in the past(grens/pgrens in 250 for example after rec acc changes). In: Lobby |
Thread: Balance Preview Patchnotes30 Nov 2015, 14:32 PM
There will probably be a bug or something then, usually it almost insta pinned the units. Because he advanced near cover as well as the squads were somewhat tight, but still spread enough. and yes, infantry does not cost any fuel. You might want to recheck where allied nades come from. In: COH2 Balance |
Thread: Relic's stream summary30 Nov 2015, 14:07 PM
I'd rather have Shocks in a halftrack or just a Shock Troops callin. Yeah yeah flavour etc blah blah but to be honest I prefer Shocks with PPSHs than Guards without their PTRSs. I'd also prefer shocks, if it was supposed to be unique guard call-in, it should have 3-4 PTRS rifles and be done with it. It still wouldn't be AT squad, but at least it would be unique AND usable. Assault troops with no armor, no DPS related ability, no mobility and no durability aren't what I'd like to go for and with tech changes, there is NO reason to EVER pick the call-in for whatever reason as its almost a sin not to tech to T3. Assault guards are even less appealing and usable then AGs who at least have a sprint. ![]() In: Lobby |
Thread: Shouldn't UKF have AT snare?30 Nov 2015, 13:28 PM
Do you play some magical no-gren builds? Did pfaust was removed from grens? or read your current post again, where you say that the brit sniper can bring a 222 down to half health before dieing... now image what would happen if there was a 6pdr nearby, or any other unit for that matter. Sniper will bring 222 to 75% health. I've already included potential damage from tommies. There won't be 6pounder as fast as you can generally pump 222 vs brits faster, especially if you play osttruppen and gain map control incomparably faster. lemme guess, a ost sniper dieing to, for example, a bren is a l2p issue, but brit sniper dieing to 222 is something that is completely unavoidable, right? right... Yeah, I'd say ost sniper dying to not really maneuverable, bulky vehicle is an l2p issue, because where were your grens with faust to protect it? Why was your sniper there alone without any support? And since brits don't have AT snare on their main inf and now its vet ability for a sniper, well, you do the math here-if you are able to. In: COH2 Balance |
Thread: Shouldn't UKF have AT snare?30 Nov 2015, 12:09 PM
Are you really trying to tell me that ATG+AT snare is as valid as ATG alone? And HF countering 222 with sniper below vet1. You shoot once, 10 sec later you have dead sniper and 50% hp 222. Totally not ironic that you quote a post that says 6pdr doesnt counter the 222 only to say that pak counters aec... What I find ironic is you saying something I didn't. In: COH2 Balance |
Thread: Relic's stream summary30 Nov 2015, 12:06 PM
^This. Yes, its a call-in with "elite" infantry that performs incomparably worse then 2CP shocks. In: Lobby |
Thread: Shouldn't UKF have AT snare?30 Nov 2015, 10:22 AM
I like your well placed counter argument backed up by unit timings and army capabilities. Why aren't you strategist on .org or balance lead at relic again? Ah, thats right, because you're good only at inaccurate remarks and low level trolling. In: COH2 Balance |
Thread: Balance Preview Patchnotes30 Nov 2015, 09:34 AM
Heartstone isn't TCG. Hex is TCG. Its a card game, but its not TCG as, you know, you can't trade cards. Subtle thing, but makes for a world of difference. In: COH2 Balance |
Thread: Shouldn't UKF have AT snare?30 Nov 2015, 08:51 AM
I've played about 10+ custom games in the new patch as UKF vs my friends, mostly 2v2. And on top of that, AEC will be hardcountered the moment it hits the field, because of PaK/shreck early availability. And yet again, lack of reliable infantry snare is apparent, you're basically forced into special weapons regiment to fight lights currently. In: COH2 Balance |
Thread: Balance Preview Patchnotes30 Nov 2015, 08:41 AM
Balance is everything in a game designed to go for E-sport. If it costs the (questionable) flavour of having less ressources for a faction, so be it. Well, in DoW2 if you got your strats vs SM alone to perfect execution, then that alone assured 80% W/L ratio ![]() DoW2 while always suffering from balance issues was also one of the most visualy pleasing games to play, its fun factor was immense, game was playable enough to be competitive for the community and after official patches stopped coming out, community itself took it to the next level with elite mod changes. Also, while there were imbalances(eldar vs terminators being most obvious one), they weren't as severe in general as you make them seem. CoH2 however won't be able to go same way as DoW2 and balance should be main focus, its when the factions will start losing identity the problem will arise. OKW is tricky, because its identity was concept completely opposed to balance, we can't have OKW identity of elite troops and resource starvation and expect balanced faction, we could solve this by side upgrade, making OKW actually CHOOSE where to invest instead of linear YOLO. I will never understand why CoH1 all factions had plenty of side upgrades, but for CoH2 relic decided to strip axis factions from any of them completely. In: COH2 Balance |
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